A reddit thread about an unaligned altar in an aligned temple was
a tipoff that mimics posing as altars didn't have any particular
alignment. The look-at code was misusing an operloaded field of the
underlying terrain. Pick an alignment at random when taking on the
appearance of an altar, store it in the mimic's mon->mextra->mcorpsenm
field, and have look-at use that.
Also, dropping a ring of polymorph into a sink can transform it, and
one possible outcome is an altar. In this case, the alignment is
part of the location's topology, but code setting that up was using
Align2amask(rn2(foo)). That's a macro which evaluates its argument
more than once. The first evaluation was effectively a no-op. If
the second evaluation picked lawful then the result was lawful as
intended. But if the second picked non-lawful and the third picked
lawful, the result would end up as none-of-the-above (a value of 3
when it needs to be a single-bit mask of 1, 2, or 4).
This is similar to the helm of opposite alignment case fixed some
time ago. Deferring the setting of foo->known until an item is fully
worn (because it used to get set earlier but gave away information if
the wear operation was interrupted) didn't take into account that foo
might end up Null in various circumstances. So Boots_on() needs to
validate uarmf before setting uarmf->known in case putting on boots
of levitation while on a sink caused them to come right back off.
I put similar validation into all foo_on() just in case (as far as
I'm aware, only Boots_on() and Helmet_on() actually need that).
Don't let Riders swap places with something (fog or ooze, perhaps)
located at a closed door spot because if it gets killed there, there
won't be any corpse and it will stop auto-reviving.
Just avoid moving to spots where mondied() won't place a corpse
instead of worrying about whether a bargethrough creature (if there
ever are any besides the Riders) might be able to survive at the
destination (so ignore pass-walls, door-opening, swimming, &c).
Noticed while testing something: hero drank a potion of see invisible
and nearby invisible monster could now be seen--in theory--but I was
asked what to call the potion while the updated map was buffered. So
I didn't see the invisible monster until after naming the potion.
pline() flushes buffered map updates, but getlin() doesn't. I didn't
change that, but I've made docall() do so since the updated map may
make a difference in what the player can tell about whatever is being
'called'.
Fix the issue where a hallucinatory monster name which begins with
a slash is having that stripped off as if it was a gendor and/or
personal-name flag.
The main issue was pronouns ignoring hallucination and this doesn't
attempt to address that.
Also, add new hallucinatory name "leathery-winged avian" which has
been lurking for a while.
All Is_*_level tests during early startup would test as true until
dungeon_topology was initialized in a new game or restored from
a save file. That could result in some unexpected code paths being
taken.
Region processing does a lot of looping--when there are actually
regions present--and calls functions in those loops which do more
looping of their own. This moves some of the simpler tests so that
they get done sooner and can avoid some of those function calls.
I was hoping that it would speed up the turn cycle on the Plane of
Fire where the spontaneous irregularly shaped fumaroles are composed
of a lot of small regions but I don't think there's any noticeable
difference.
In process of doing that, I discovered a bug (no doubt copy+paste
which escaped an intended update) with monster handling. The check
for whether a monster is entering a region depends upon whether the
hero is in that same region rather than whether the monster is
already inside. So a monster can enter a region--or have a moving
one enclose it--with impunity if the hero is already in that region.
Once the hero moves out of it, the monster will finally enter it.
The report mentioned whistles but I had forgotten all about them by
the time I tried to deal with musical instruments. Plain whistles
had deaf handling but magic whistles didn't.
Fixes#240
Monster versus monster (melee and throwing) didn't handle shades
(need silver or blessed weapon to take damage) or silver feedback
(extra info when silver-haters are hit).
I did a lot of test, revise, re-test but didn't always re-test
everything that had previously been tested, so bugs that I thought
were quashed might have crept in.
Now if a missile weapon "passes harmlessly through the shade" it
will continue on and maybe hit something else. (Regular misses
still stop at the missed target.)
A couple of minor ball&chain changes accidentally got included.